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Topic: Turn into other skins |
stealthcod2 |
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General Member Since: Dec 23, 2008 Posts: 108 Last: Jul 13, 2009 [view latest posts] |
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stealthcod2 |
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General Member Since: Dec 23, 2008 Posts: 108 Last: Jul 13, 2009 [view latest posts] |
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liltc64 |
General Member Since: Feb 12, 2007 Posts: 906 Last: Oct 22, 2012 [view latest posts] |
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Category: CoD2 Scripting Posted: Wednesday, May. 20, 2009 10:40 am |
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pretty str8 forward... this is wont be that long of a list.
1. If u still have the playercontrols.menu i gave u then add
Code: itemDef
{
name "window"
group ingamebox
visible 1
rect 16 42 0 0
origin ORIGIN_QUICKMESSAGEWINDOW
forecolor 1 1 1 1
textfont UI_FONT_NORMAL
textscale .24
textaligny 8
text "3. German"
decoration
}
execKey "3" { scriptMenuResponse "german"; close playercontrols; }
2. Now in _quickmessages.gsc add
Code: case "german":
self thread maps\mp\gametypes\_teams::model();
break;
Right under the case called FirstPerson --- And there u have it but the question is what if ur on a map that has German Normandy... well ur gona end up turning into a German Normandy player so u could toy around with the maps .gsc and change them to winterlight instead of normandy and u have it give that a go
Anyone That See's This Post Watch This Vid
http://www.collegehumor.com/video:1911525
edited on May. 20, 2009 06:44 am by liltc64 |
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DemonSeed |
General Member Since: Apr 30, 2009 Posts: 1362 Last: Feb 19, 2018 [view latest posts] |
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Category: CoD2 Scripting Posted: Wednesday, May. 20, 2009 10:51 am |
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stealthcod2 writes...Quote: Ok, this is sorta like my other thread but this time Im wondering how do I turn into german skin etc. I know how to turn into a models but not german. I tried doing self setmodel("xmodel/character_german_winter_light"); but I think i probably gotta do like a character not aan xmodel eh?
Basically, anywhere in your script (calling it on SpawnPlayer(), or whatever), you simply do the callback for axis models:
Quote: [[ game["axis_model"] ]]();
I don't know if its any good to you, but here is a script I made for a COD2 mod which had a class system:
Code: set_Normandy_Models( team )
{
bod = undefined;
view = undefined;
helmet = undefined;
head = undefined;
if( team == "allies" )
{
switch( game["allies"] )
{
case "american":
switch( self.pers["class"] )
{
case "medic":
bod = "xmodel/playerbody_american_normandy_medic";
view = "xmodel/viewmodel_hands_cloth";
helmet = "xmodel/helmet_us_ranger_medic_wells";
head = "xmodel/head_us_ranger_medic_wells";
break;
case "officer":
bod = "xmodel/playerbody_american_normandy03";
view = "xmodel/viewmodel_hands_cloth";
helmet = "xmodel/helmet_ranger_officer_cap";
head = "xmodel/head_russian_winter_volsky";
break;
case "assault":
[[ game["allies_model"] ]]();
break;
case "support":
[[ game["allies_model"] ]]();
break;
}
break;
case "british":
switch( self.pers["class"] )
{
case "medic":
bod = "xmodel/playerbody_american_normandy_medic";
view = "xmodel/viewmodel_hands_cloth";
helmet = "xmodel/helmet_us_ranger_medic_wells";
head = "xmodel/head_us_ranger_medic_wells";
break;
case "officer":
bod = "xmodel/playerbody_american_normandy03";
view = "xmodel/viewmodel_hands_cloth";
helmet = "xmodel/helmet_ranger_officer_cap";
head = "xmodel/head_russian_winter_volsky";
break;
case "assault":
[[ game["allies_model"] ]]();
break;
case "support":
[[ game["allies_model"] ]]();
break;
}
break;
}
}
else
{
switch( self.pers["class"] )
{
case "medic":
bod = "xmodel/playerbody_german_normandy_medic";
view = "xmodel/viewmodel_hands_german";
helmet = "xmodel/helmet_german_normandy_medic";
head = randomizeAxisHead();
break;
case "officer":
bod = "xmodel/playerbody_german_normandy_officer";
view = "xmodel/viewmodel_hands_german";
helmet = "xmodel/helmet_german_normandy_officer_hat";
head = randomize_AxisofficerHead();
break;
case "assault":
[[ game["axis_model"] ]]();
break;
case "support":
[[ game["axis_model"] ]]();
break;
}
}
if( isdefined( bod ) ) self setModel( bod );
if( isdefined( head ) ) self attach( head );
if( isdefined( helmet ) )
{
self.hatModel = helmet;
self attach( self.hatModel );
}
if( isdefined( view ) ) self setViewmodel( view );
if( !isDefined( self.pers["savedmodel"] ) )
self.pers["savedmodel"] = maps\mp\_utility::saveModel();
else
maps\mp\_utility::loadModel( self.pers["savedmodel"] );
}
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[ATB] |
General Member Since: Feb 10, 2007 Posts: 135 Last: Apr 29, 2020 [view latest posts] |
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DemonSeed |
General Member Since: Apr 30, 2009 Posts: 1362 Last: Feb 19, 2018 [view latest posts] |
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Category: CoD2 Scripting Posted: Friday, May. 22, 2009 11:59 am |
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AnythingButt writes...Quote: What mod is the script from, DemonSeed? (just curious)
Demon mod for COD2. It was a mod I made for my clan (Demon), but I never released it to the public. Im thinking of doing that now, but I dont know whether there is an audience for it. COD2 is pretty much dead now, so what would be the point?
Here are some shots of the class models. These are all taken from mp_burgundy, and all the models are on the server at the same time:
German Officer:
German Medic:
American Ranger Officer:
American Ranger Medic:
edited on May. 22, 2009 08:00 am by DemonSeed |
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[ATB] |
General Member Since: Feb 10, 2007 Posts: 135 Last: Apr 29, 2020 [view latest posts] |
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Category: CoD2 Scripting Posted: Friday, May. 22, 2009 12:50 pm |
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Nice...
Quote: COD2 is pretty much dead now, so what would be the point?
Of CoD2/4/5, CoD2 is still the game I play the most, and there are many still playing it whether due to preference or rig, but I guess it's your call... If it's finished and bug free then it would do no harm to release it - it might not get used as is, but if nothing else it would act as a working tutorial of how to go about adding a class system... (That would be my interest, but then I love reading scripts and learning something new...).
I made a Uniform selection menu, but never got round to releasing it cos the file size was about 80 meg and I'd need permission from all the skin authors, so I didn't bother in the end... Not much scripting (just case statements really) but a lot images and material files...
This is what it looked like:
At least I still use it, so not a complete waste of time... :) |
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stealthcod2 |
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General Member Since: Dec 23, 2008 Posts: 108 Last: Jul 13, 2009 [view latest posts] |
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Category: CoD2 Scripting Posted: Friday, May. 22, 2009 01:27 pm |
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liltc64 writes...Quote: pretty str8 forward... this is wont be that long of a list.
1. If u still have the playercontrols.menu i gave u then add
Code: itemDef
{
name "window"
group ingamebox
visible 1
rect 16 42 0 0
origin ORIGIN_QUICKMESSAGEWINDOW
forecolor 1 1 1 1
textfont UI_FONT_NORMAL
textscale .24
textaligny 8
text "3. German"
decoration
}
execKey "3" { scriptMenuResponse "german"; close playercontrols; }
2. Now in _quickmessages.gsc add
Code: case "german":
self thread maps\mp\gametypes\_teams::model();
break;
Right under the case called FirstPerson --- And there u have it but the question is what if ur on a map that has German Normandy... well ur gona end up turning into a German Normandy player so u could toy around with the maps .gsc and change them to winterlight instead of normandy and u have it give that a go
Anyone That See's This Post Watch This Vid
http://www.collegehumor.com/video:1911525
edited on May. 20, 2009 06:44 am by liltc64
hey man, havnt seen yo in awhile. |
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stealthcod2 |
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General Member Since: Dec 23, 2008 Posts: 108 Last: Jul 13, 2009 [view latest posts] |
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Category: CoD2 Scripting Posted: Saturday, May. 23, 2009 05:03 pm |
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DemonSeed writes...Quote: stealthcod2 writes...Quote: Ok, this is sorta like my other thread but this time Im wondering how do I turn into german skin etc. I know how to turn into a models but not german. I tried doing self setmodel("xmodel/character_german_winter_light"); but I think i probably gotta do like a character not aan xmodel eh?
Basically, anywhere in your script (calling it on SpawnPlayer(), or whatever), you simply do the callback for axis models:
Quote: [[ game["axis_model"] ]]();
I don't know if its any good to you, but here is a script I made for a COD2 mod which had a class system:
Code: set_Normandy_Models( team )
{
bod = undefined;
view = undefined;
helmet = undefined;
head = undefined;
if( team == "allies" )
{
switch( game["allies"] )
{
case "american":
switch( self.pers["class"] )
{
case "medic":
bod = "xmodel/playerbody_american_normandy_medic";
view = "xmodel/viewmodel_hands_cloth";
helmet = "xmodel/helmet_us_ranger_medic_wells";
head = "xmodel/head_us_ranger_medic_wells";
break;
case "officer":
bod = "xmodel/playerbody_american_normandy03";
view = "xmodel/viewmodel_hands_cloth";
helmet = "xmodel/helmet_ranger_officer_cap";
head = "xmodel/head_russian_winter_volsky";
break;
case "assault":
[[ game["allies_model"] ]]();
break;
case "support":
[[ game["allies_model"] ]]();
break;
}
break;
case "british":
switch( self.pers["class"] )
{
case "medic":
bod = "xmodel/playerbody_american_normandy_medic";
view = "xmodel/viewmodel_hands_cloth";
helmet = "xmodel/helmet_us_ranger_medic_wells";
head = "xmodel/head_us_ranger_medic_wells";
break;
case "officer":
bod = "xmodel/playerbody_american_normandy03";
view = "xmodel/viewmodel_hands_cloth";
helmet = "xmodel/helmet_ranger_officer_cap";
head = "xmodel/head_russian_winter_volsky";
break;
case "assault":
[[ game["allies_model"] ]]();
break;
case "support":
[[ game["allies_model"] ]]();
break;
}
break;
}
}
else
{
switch( self.pers["class"] )
{
case "medic":
bod = "xmodel/playerbody_german_normandy_medic";
view = "xmodel/viewmodel_hands_german";
helmet = "xmodel/helmet_german_normandy_medic";
head = randomizeAxisHead();
break;
case "officer":
bod = "xmodel/playerbody_german_normandy_officer";
view = "xmodel/viewmodel_hands_german";
helmet = "xmodel/helmet_german_normandy_officer_hat";
head = randomize_AxisofficerHead();
break;
case "assault":
[[ game["axis_model"] ]]();
break;
case "support":
[[ game["axis_model"] ]]();
break;
}
}
if( isdefined( bod ) ) self setModel( bod );
if( isdefined( head ) ) self attach( head );
if( isdefined( helmet ) )
{
self.hatModel = helmet;
self attach( self.hatModel );
}
if( isdefined( view ) ) self setViewmodel( view );
if( !isDefined( self.pers["savedmodel"] ) )
self.pers["savedmodel"] = maps\mp\_utility::saveModel();
else
maps\mp\_utility::loadModel( self.pers["savedmodel"] );
}
Thats sorta like I want demon but I want it to be able to turn into this model while im a different model, say im a american in the thirdperson then i push like quickchat 5 5 then i instantly turn to german. |
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DemonSeed |
General Member Since: Apr 30, 2009 Posts: 1362 Last: Feb 19, 2018 [view latest posts] |
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